I've been working on a web game using 3.7 this past year, and it's quite amazing what the esoteric team has accomplished in that time. You are also really involved in the forums and with integrating into many game makers. I'm looking forward to being able to use the new features with Cocos Creator next year. Currently I'm making improvements to our 3.7 rigs, and I have a question about reflection.
What I want to do is have some of the bones in my skeleton not inherit rotation to aid in animation. There are multiple instances where I'd prefer it this way, and in ways I need to maintain control over the bones and can't force constraints on them. The problem becomes, any child bone that doesn't inherit rotation, can't inherit reflection, so when I flip the root bone, toes and hips and arms don't follow and have to be keyed at -1 also. We do most of our flipping in engine, but many stand alone actions require turns and spins and things as our project is really more storytelling heavy than interactive.
At one point I thought, OH! I'll just constrain the problem bones to the root scale, so that they'll flip at that level without the other parent rotation, but the scale constraint seems to omit negative values and not work that way, and I think I remember that being intentional.
Suggestions? Is there a chance you'd consider being able to inherit reflection without rotation in the future, or constraints to negative values? Maybe there is something I haven't thought of yet, or I'll just have to choose between which work flow I think will be easier.